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DivineDragoonKain

Disc One Final Battle Part 1 Information

Nov 8th, 2016
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  1. The moonlight in the chamber of the Child of the Full Moon seems to empower the lot of you as you get ready your defenses, and bubbles begin to fill the air above the chamber, each reflecting echoes of a different dream. You gain the following benefits for the upcoming fights:
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  3. 1. You all gain an extra health bar, nearly doubling your health total, and you do not take injuries from massive damage unless that damage exceeds a full health bar. You still take massive damage for the purposes of feats that react to it otherwise, and you still take an injury at 50% and 0% of each health bar. You may, when releasing a Pokemon, remove your extra health bar and apply it to your Pokemon instead, giving them the current percentage of health on that health bar. Health bars are healable, but injuries accrue normally.
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  5. 2. You gain the Creation and Law Auras. You share the ability to declare up to three Laws that will be applied to all enemies in the battle. You may use any aspect of Creation Aura that you wish. Servants created with Creation Aura have a choosable template that will be added to this pastebin later.
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  7. 3. You gain special powers related to Light and Shadow. Katsuo and Iltani will gain Light powers, Soma and Lekha will gain Shadow Powers, Cornell will gain one of each. These will be added to the pastebin later.
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  9. 4. You will also gain an extra action on your turns that may only be used to use the Creation Aura, Law Aura, or a Light/Shadow power.
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  12. Powers of Light
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  14. 1. Astral Veil - Scene x2. For one full round, all allies are immune to Critical Hit damage, rendering it into normal damage.
  15. 2. Lunar Dance. As the move, but the user does not Faint. DAILY.
  16. 3. Liquid Light - Scene x2. Create a 3x3 zone. All allies in that zone gain the Illuminate ability. The zone fades after one full round. All allies in the zone when it fades recover a Tick of HP.
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  18. Powers of Shadow
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  20. 1. Umbral Veil - Scene x2. For one full round, all allies are immune to effects that damage by ticks of HP.
  21. 2. Dark Void - As the Move.
  22. 3. Liquid Shadow - Scene x2. Create a 3x3 zone. All enemies who pass through this zone become Slowed and Blinded until they leave the zone. Ranged attacks from enemies may not pass target past this zone, as if it were blocking terrain.
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  24. Servants:
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  26. Dream Oni: Large, Dark/Fighting. 80 HP. 30 Attack, 10 Defenses, 5 Initiative. Knows two Dark and two Fighting offensive moves of creator's choice. Melee moves are burst 1, friendly. Gains +1 Attack Stage once per turn when KOing an enemy.
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  28. Dream Tengu: Medium, Dark/Flying. 50 HP. 25 Special Attack, 15 defenses, 25 initiative. Knows Flying-type Fire Spin, Air Slash, and two Social moves of the creator's choice. It can use Social moves as Swift Actions or Attacks of Opportunity, crit with them on natural 20's (giving them a -4 to save checks), and place a Hazard of the user's choice as a free action when KO'd.
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  30. Dream Kappa: Medium, Water/Psychic. 70 HP. 20 Special Attack, 20 Defenses, 20 Initiative. Knows Psychic and Hydro Pump. Can cast Aqua Ring on any ally that does not have a second HP bar. Enemies hit with attacks are Slowed.
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  32. Dream Tanuki: Medium, Normal/Rock. Has Imposter and copies one ally on the battle field when created, gaining access to all their abilities, moves, features and even stats, but not any Rune-based or EX powers (and of course, none of the powers on this paste, including extra HP bars). Unfortunately, tanuki servants have Truant as well, and this ability may not be removed or replaced in any way.
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  34. The goal is to protect the egg in the center of the room from harm, allowing the ritual to complete and the egg to hatch. Less injuries on the egg are better.
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